Quick Reference - Wizards Play Network · “Magic Duels ™ is now the ... A card’s mana cost...

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Basic land cards each have a mana symbol in their text box. Tapping your lands (turning them sideways) gives you the mana you need to cast spells. oW Plains make white mana. oU Islands make blue mana. oB Swamps make black mana. oR Mountains make red mana. oG Forests make green mana. Magic Duels™ is now the definitive, intuitive way to learn to play Magic: e Gathering . . .” Game Informer MagicTheGathering.com Play Magic: e Gathering® free on your favorite gaming device! Casting Spells A card’s mana cost tells you how much it costs to cast that card as a spell. You can tap two Mountains plus four lands of any kind to cast Shivan Dragon. Creature, artifact, enchantment, and planeswalker cards are put onto the battlefield (table) after you cast them. Instant and sorcery spells do what they say and then you put them into the graveyard (discard pile). Instants can be cast at any time, including “in response” to your opponent’s actions. Land cards are never cast as spells. You can play one land each turn. Quick Reference AGE 13+ 00_B12662_001_EN.indd 1 2/24/16 10:23 AM

Transcript of Quick Reference - Wizards Play Network · “Magic Duels ™ is now the ... A card’s mana cost...

Basic land cards each have a mana symbol in their text box. Tapping your lands (turning them sideways) gives you the mana you need to cast spells.

oW Plains make white mana.

oU Islands make blue mana.

oB Swamps make black mana.

oR Mountains make red mana.

oG Forests make green mana.

“Magic Duels™ is now the definitive, intuitive way to learn to play Magic: The Gathering . . .”

—Game Informer

MagicTheGathering.comPlay Magic: The Gathering® free on your favorite gaming device!

Casting SpellsA card’s mana cost tells you how much it costs to cast that card as a spell. You can tap two Mountains plus four lands of any kind to cast Shivan Dragon.

Creature, artifact, enchantment, and planeswalker cards are put onto the battlefield (table) after you cast them.

Instant and sorcery spells do what they say and then you put them into the graveyard (discard pile). Instants can be cast at any time, including “in response” to your opponent’s actions.

Land cards are never cast as spells. You can play one land each turn.

Quick Reference

AGE 13+

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SetupEach player needs a deck of Magic™ cards and a way to track life totals. Shuffle your deck, then draw a hand of seven cards. The player who takes the first turn won’t draw a card that turn.

How to WinEach player starts with 20 life. You win if you reduce your opponent’s life total to 0.

Parts of a Turn1. Beginning Phase ∙ Untap step—Turn all your tapped cards upright again. ∙ Upkeep step ∙ Draw step—Draw a card from your library (deck).

2. Main PhasePlay a land: you may play one land from your hand by putting it onto the battlefield (table). Cast spells: you may cast creatures, sorceries, and other spells if you can pay for them.

3. Combat Phase ∙ Beginning of combat step ∙ Declare attackers step —Tap every creature you want to attack your opponent with. (A creature can’t attack the turn you cast it unless it has haste.) ∙ Declare blockers step—Each untapped defending creature may block one attacker. Creatures don’t have to block. ∙ Combat damage step—Blockers and the attackers they’re blocking deal damage to each other equal to their power, the first number in the lower right corner. If a creature takes damage at least equal to the second number, toughness, it’s destroyed. Unblocked attackers deal damage to your opponent, who loses that much life.

∙ End of combat step

4. Main Phase (Again)

You may play a land if you haven’t played one yet. You may cast spells.

5. Ending Phase ∙ End step ∙ Cleanup step—Damaged creatures on the battlefield heal.

400B12662001 EN©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by: Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Magic: The Gathering, Magic, Magic Duels, their logos, characters’ distinctive likenesses, and the WUBRGCT symbols are property of Wizards in the USA and other countries. U.S. Pat. No. RE 37,957. Other trademarks are property of their respective owners. Please retain company details for future reference.

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